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https://github.com/mikolalysenko/gl-basic-tile-map

Draws 2D tile maps
https://github.com/mikolalysenko/gl-basic-tile-map

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Draws 2D tile maps

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gl-basic-tile-map
=================
Simple 2D tile map renderer in WebGL.

## Example

```javascript
var shell = require("gl-now")()
var ndarray = require("ndarray")
var tileMap = require("isabella-texture-pack")
var createTexture = require("gl-texture2d")
var glm = require("gl-matrix")
var createTileMap = require("gl-basic-tile-map")
var mat3 = glm.mat3

var tiles = ndarray(new Uint8Array(128*128*2), [128,128,2])
var cameraPosition = [0,0]
var cameraScale = 0.01
var tileMap

shell.on("gl-init", function() {
var gl = shell.gl

var tileSheet = createTexture(gl, tileMap)
tileMap = createTileMap(gl, tileSheet, tiles, [16,16])

//Randomize all the tiles every second
setInterval(function() {
for(var i=0; i<128; ++i) {
for(var j=0; j<128; ++j) {
tiles.set(i, j, 0, (Math.random()*16)|0)
tiles.set(i, j, 1, (Math.random()*16)|0)
}
}
tileMap.update(tiles)
}, 1000)
})

shell.on("gl-render", function() {
var view = [cameraScale, 0, 0,
0, cameraScale, 0,
cameraPosition[0], cameraPosition[1], 1]
tileMap.draw(view)
})

shell.on("tick", function() {
if(shell.wasDown("mouse-1")) {
cameraPosition[0] += (shell.mouseX - shell.prevMouseX) / shell.width
cameraPosition[1] -= (shell.mouseY - shell.prevMouseY) / shell.height
}
if(shell.scroll[1]) {
cameraScale *= Math.exp(shell.scroll[1] / shell.height)
}
})
```

[Try it out now in your browser](http://mikolalysenko.github.io/gl-basic-tile-map/)

# Install

npm install gl-basic-tile-map

# API

## Constructor

```javascript
var createTileMap = require("gl-basic-tile-map")
```

### `var tileMap = createTileMap(gl, tileSheet, tileData, tileShape)`
Creates a tile map object.

* `gl` is a handle to a WebGL context
* `tileSheet` is an instance of a `gl-texture2d` object
* `tileData` is an `[m,n,2]` shaped `ndarray`
* `tileShape` is a length 2 array describing the size of each tile

**Returns** A TileMap object

## TileMap Methods

### `tileMap.draw(view)`
Draws the tilemap with the given view matrix. `view` is a homography represented by a 3x3 matrix giving the transformation from the world coordinates to the viewing frustum, which is in the coordinate system [-1,1] x [-1,1].

### `tileMap.update(data[, x, y])`
Updates a region of the underlying tileIds.

* `data` is an ndarray containing the new pixels to update
* `x` is the x-offset of the region to update
* `y` is the y-offset of the region to update

### `tileMap.dispose()`
Releases the resources associated with the tile map object.

## Credits
(c) 2013 Mikola Lysenko. MIT License